@beornthebold Kind of. If you look at Greyhawk Wars, it does some things around human vs AI. The best thing is probably to use the resource modifiers to provide additional resources for the AI players.

@general_zod Further to both the above suggestions you could also set up separate units lists (with different costs/abilities) for a nation that is triggered if the player is set to AI control. It would probably be a fair amount of work... but possible I am sure.

@hepps There is no way to fine tune balance vs AI. Either the AI is strong enough to march straight through you without there being anything you could do about it or the AI is going to decide to give up their capital at some point for no apparent reason or something to that effect. At least that's my experience.

An example of using above suggestion would be to trigger a change in AI productionFrontier based on a condition that indicates, either slow progress or exceptional progress by AI. Then the correct trigger can either strengthen or weaken the AI available units.

The AI will not build units that require the presence of other units (e.g. a battleship requiring a battleship hull in addition to it's PU cost). So I would like to make that a requirement only for real players and not for AI.